ls612's C2C Units

@ls612

Here are the icon/buttons for the ...

- Shang Chariot
- Stonewall Brigade

Thanks!

Cool. I've added those to the SVN now.

Also, I'm going to be doing some SDK stuff for a little bit now, so I won't be making new units till sometime next week. Just and FYI.
 
@ls612

Now that the graphics are made we can finally make these. :D

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Outrigger Canoe
Graphic: Here
Icon/Button: ?
Type: Wooden Ship
Req Tech: Sailing
Req: Resource: -
Req Building: Canoe Builder
Strength: 3
Movement: 3
Cost: 60
Upgrades To: Caravel

  • Cannot Enter Polar Ocean, Ocean, Tropical Ocean
  • This Unit is Tradable
  • Better Results from Tribal Villages
  • Can Explore Rival Territory
  • +100% vs Wild Animals
  • Build 20% Faster with Prime Timber

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Polynesian Catamaran [National Unit - Limit 15]
Graphic: Here
Icon/Button: ?
Type: Wooden Ship
Req Tech: Sailing
Req: Resource: Polynesian
Req Building: Canoe Builder
Strength: 4
Movement: 3
Cost: 60
Upgrades To: Caravel

  • Can Enter Polar Ocean, Ocean, Tropical Ocean before Astronomy
  • This Unit is Tradable
  • Better Results from Tribal Villages
  • Can Explore Rival Territory
  • +100% vs Wild Animals
  • Build 20% Faster with Prime Timber

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Also please change ...

Kayak
Upgrade To: Outrigger Canoe (Not War Canoe)

Koa
Req Resources: Hawaiian (Not Polynesian)

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Many thanks in advance! :goodjob:
 
Getting red blobs for the Hiram Axeman?? Right now dont worry about it, i am just putting it here so i can remember, well hopefully) to add this in the FPK when i do them.
(Phoenician_axeman)

EDIT: Found out why it was RED, funny no one found this a year or 2 ago?? There is NO NIF for what BtS (Firaxsis) made it :crazyeye:

They have it listed as Axeman_Middle_east, when there is no such NIF the folder only has Axeman_Egyptian for a NIF??
 
@ls612

I found a few bugs.

1. The Kayak should upgrade to the Outrigger, not War Canoe.

2. The Koa should require Hawaiian, not Polynesian.

3. The Tarkan has a pink icon/button.

1, 2: OK, I'll go fix those.

3. I did not change the icon for that, so I would say that some C2C.FPK change by SO is the cause of that.
 
3. I did not change the icon for that, so I would say that some C2C.FPK change by SO is the cause of that.

That is more than likely correct. I will be changing alot of units around, put them in certain places, so expect more pink and red stuff. Right now the UNITs FPK is a MESS. I dont like the way it is set-up all units all over the place, and alot of duplicates.
 
@Thunderbrd

Here are the worker units I discussed with you.

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Dog Worker
Graphic: Dog Unit
Icon/Button: (Will Provide Soon)
Type: Workers
Req Tech: Plough
Req: Resource: Dog
Req Building: Dog Breeder
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

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Mammoth Worker
Graphic: Mammoth
Icon/Button: (Will Provide Soon)
Type: Workers
Req Tech: Plough
Req: Resource: Mammoth
Req Building: Mammoth Trainer
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

  • Faster Work on Tundra, Permafrost and Ice
  • Slower Work on Desert, Dunes and Salt Flats
  • Chops Forest Faster

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Elephant Worker (Already Exists)
Graphic: Already Has One
Icon/Button: Already Has one
Type: Workers
Req Tech: Plough
Req: Resource: Elephant
Req Building: Elephant Trainer
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

  • Faster Work in Jungle, Savanna and Tall Grass
  • Slower Work on Tundra, Permafrost and Ice
  • Chops Jungle, Forest, Bamboo and Savanna Faster

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Horse Worker
Graphic: Horse
Icon/Button: (Will Provide Soon)
Type: Workers
Req Tech: Plough
Req: Resource: Horse
Req Building: Horse Trainer
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

  • Faster Work on Grassland, Plains and Scrub
  • Slower Work in Forest, Jungle and Bamboo
  • Builds Farms and Plantations Faster

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Mule Worker (Already Exists)
Graphic: Already Has One
Icon/Button: Already Has one
Type: Workers
Req Tech: Plough
Req: Resource: Mule
Req Building: Mule Trainer
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

  • Faster Work on Scrub, Rocky and Barren
  • Slower Work in Muddy, Marsh and Lush
  • Builds Mines and Quarry Faster

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Camel Worker
Graphic: Camel
Icon/Button: (Will Provide Soon)
Type: Workers
Req Tech: Plough
Req: Resource: Camel
Req Building: Camel Trainer
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

  • Faster Worker on Desert, Dunes and Salt Flats
  • Slower Work on Tundra, Permafrost and Ice
  • Builds Roads Faster

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Llama Worker
Graphic: Llama
Icon/Button: (Will Provide Soon)
Type: Workers
Req Tech: Plough
Req: Resource: Llama
Req Building: Llama Trainer
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

  • Can Go on Peaks
  • Builds Roads Faster

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Buffalo Worker (Already Exists)
Graphic: Already Has One
Icon/Button: Already Has one
Type: Workers
Req Tech: Plough
Req: Resource: -
Req Building: Buffalo Trainer
Strength: 0
Movement: 2
Cost: 80
Upgrades To: Industrial Age Worker

  • Faster Work in Muddy, Marsh and Lush
  • Slower Work on Scrub, Rocky and Barren
  • Builds Farms and Plantations Faster

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Ad for the Animal Assisted Worker you can either have the dog replace it (meaning using its tags) or delete it totally. However in deleting that would mean anyone with a game with it in them would mean they would loose all their animal assisted workers.

Many thanks in advance! :goodjob:
 
hmm... we also need to consider:
1) Specific Build modifiers - some units here seem to be better with roads or farms, or mines etc...
and
2) Negative modifiers - slower in x terrain(s), feature(s) and build(s)

I'm also wondering about the unit art... is all that setup and ready to refer to?
 
hmm... we also need to consider:
1) Specific Build modifiers - some units here seem to be better with roads or farms, or mines etc...
and
2) Negative modifiers - slower in x terrain(s), feature(s) and build(s)

I'm also wondering about the unit art... is all that setup and ready to refer to?

1&2. I will update my post with those

3. Use the same art as used for the subdued animal version. However I will provide new buttons. Note that the canine units all use the same dog graphic so that would be used as well (with a worker beside it).

EDIT: Updated the other post. What do you think?
 
I think you should give the Llama Worker a speed bonus on Peaks (and maybe Hills). Even if the "can go on peaks" is strong, it obsolete with Mounteneering and after this they have no benefit over a Camel Worker.

Do you plan to expand this system to later era Workers too? A Bulldozer for Roads, a Explosive specialist for Mines and Quarries, special Working Tools like tractors for farms, lumbermill troops for cutting down forests etc. Or do you prefer to make a specialisation among those Improvements via Promotions?
 
@Hydro: The Terrain work modifiers will need Promotions to work (ie, be on a promotion that is given free to the unit). So I think that I'll make the promos first and apply those to existing workers, then see if I have time to make the new ones before the Freeze. Does that sound good?
 
EDIT: Updated the other post. What do you think?
Lumberjacks/mills, watermills and windmills, hamlets have been overlooked. I dunno if you can think of anything there but I do like what you've suggested otherwise.


I think you should give the Llama Worker a speed bonus on Peaks (and maybe Hills). Even if the "can go on peaks" is strong, it obsolete with Mounteneering and after this they have no benefit over a Camel Worker.
I was going to say something identical to this yes.


Do you plan to expand this system to later era Workers too? A Bulldozer for Roads, a Explosive specialist for Mines and Quarries, special Working Tools like tractors for farms, lumbermill troops for cutting down forests etc. Or do you prefer to make a specialisation among those Improvements via Promotions?
Could be cool ;) What about Zombie Workers too... they often get ignored in these discussions but I'm thinking they might be good with plantations, swamps & mud.

The Terrain work modifiers will need Promotions to work (ie, be on a promotion that is given free to the unit). So I think that I'll make the promos first and apply those to existing workers, then see if I have time to make the new ones before the Freeze. Does that sound good?
By the end of the weekend I should have those tags reworked entirely so that units and promotions both may be utilized. There's a number of small things I'm reworking there so you can see the difference and I'll explain why on each decision. But despite this, you've made the job much easier, particularly from the AI side I presume (haven't looked at that yet but anything is better than nothing and I don't enjoy the AI side of tag building at all!) But also in the programming... its very helpful to know exactly where the tags need to 'plug in' and you did some good work there figuring out how to plug in as well.

I will fully explain the reasoning behind any changes I've made to the process you started there ok? Along the way in making my initial combat mod tags, a number of things were explained to me about how (and why) to improve on the 'usual' way of doing things that is seen throughout the tag loading in the dll as it is. It was a nightmare trying to figure out everything I was being told but now that I've sorted out that I can express the same to you by showing you.

Again... please don't be offended. You've definitely made this much easier!

So in the meantime, Hydro's post here is the start of formulating the full xml execution plan. One thing that has not been addressed, however, is any promotions for workers at all. Since you added xp for workers and we don't currently have any promos for them, could you identify the current promos they should be qualified for and work out the promotions you feel we should have added for them? (I know buttons are an issue and I could probably throw some art together for that fairly quickly.)
 
@Hydro: The Terrain work modifiers will need Promotions to work (ie, be on a promotion that is given free to the unit). So I think that I'll make the promos first and apply those to existing workers, then see if I have time to make the new ones before the Freeze. Does that sound good?

Ok. Sounds good. Thank you.

Lumberjacks/mills, watermills and windmills, hamlets have been overlooked. I dunno if you can think of anything there but I do like what you've suggested otherwise.

Watermills, Cottages and stuff I looked at but I did not think any of them would be better at doing them.

Could be cool ;) What about Zombie Workers too... they often get ignored in these discussions but I'm thinking they might be good with plantations, swamps & mud.

Would they? In one walking dead the zombies did not do well in the mud because they sunk into them and could not move. Of couse these are entranced workers. What if they worked faster with different religious civics?

So in the meantime, Hydro's post here is the start of formulating the full xml execution plan. One thing that has not been addressed, however, is any promotions for workers at all. Since you added xp for workers and we don't currently have any promos for them, could you identify the current promos they should be qualified for and work out the promotions you feel we should have added for them? (I know buttons are an issue and I could probably throw some art together for that fairly quickly.)

As long as you guys got it worked out I am fine with it. I think having them have unique traits bring a whole other richness to the game.

I think you should give the Llama Worker a speed bonus on Peaks (and maybe Hills). Even if the "can go on peaks" is strong, it obsolete with Mounteneering and after this they have no benefit over a Camel Worker.

Do you plan to expand this system to later era Workers too? A Bulldozer for Roads, a Explosive specialist for Mines and Quarries, special Working Tools like tractors for farms, lumbermill troops for cutting down forests etc. Or do you prefer to make a specialisation among those Improvements via Promotions?

Those are some good ideas. However I think the Bulldozer was planed to be able to do primitive terraforming (flatten or make hills).

See here ...

@Dancing Hoskuld

So I noticed in the "Mars Now!" mod that they have a terrain improvement called "Create Hill". However I did not see a "Make Flat" or anything so I wondered if it would be possible to add both of those to the game. In addition these would not be possible on normal Workers but to a Bulldozer and Terraformer units. Here are my ideas/requests.

Create Hill
Req Tech: Civil Engineering
- Can Be Made on Flatland Only
- Makes Flatland into a Hill of the same type of terrain
- Made by Bulldozer OR Terraformer

Create Peak
Req Tech: Megastucture Engineering
- Can Be Made on Hill Only
- Makes Hill into a Peak
- Made by Terraformer

Remove Peak
Req Tech: Megastucture Engineering
- Can Be Made on Peak Only
- Makes Peak into a Barren Hill
- Made by Terraformer

Remove Hill
Req Tech: Civil Engineering
- Can Be Made on Hill Only
- Makes Hill into Flatland of the Same Type
- Made by Bulldozer OR Terraformer

Martian

Martian Dunes -> Marian Desert -> Martian Rocky -> Martian Barren -> Barren -> Plains -> Grassland -> Lush

Martian Ice -> Martian Permafrost -> Martian Barren -> Barren -> Plains -> Grassland -> Lush

Martian Plains -> Plains -> Grassland -> Lush

Terraform to Marian Desert
Req Tech: Planetary Terraforming
- Can Be Made on Martian Dunes Only
- Makes Marian Dunes into Marian Desert
- Made by Terraformer

Terraform to Marian Rocky
Req Tech: Planetary Terraforming
- Can Be Made on Martian Desert Only
- Makes Marian Desert into Marian Rocky
- Made by Terraformer

Terraform to Martian Permafrost
Req Tech: Planetary Terraforming
- Can Be Made on Martian Ice Only
- Makes Martian Ice into Martian Permafrost
- Made by Terraformer

Terraform to Martian Barren
Req Tech: Planetary Terraforming
- Can Be Made on Martian Rocky or Martian Permafrost
- Makes Martian Rocky or Martian Permafrost into Martian Barren
- Made by Terraformer

Lunar

Lunar Basalt -> Lunar Desert -> Lunar Rocky -> Lunar Barren -> Barren -> Plains -> Grassland -> Lush

Lunar Plains -> Plains -> Grassland -> Lush

Terraform to Lunar Desert
Req Tech: Lunar Terraforming
- Can Be Made on Lunar Basalt Only
- Makes Lunar Basalt into Lunar Desert
- Made by Terraformer

Terraform to Lunar Rocky
Req Tech: Lunar Terraforming
- Can Be Made on Lunar Desert Only
- Makes Lunar Desert into Lunar Rocky
- Made by Terraformer

Terraform to Lunar Barren
Req Tech: Lunar Terraforming
- Can Be Made on Lunar Rocky Only
- Makes Lunar Rocky into Lunar Barren
- Made by Terraformer

Earth

Salt Flats -> Dunes -> Desert -> Scrub -> Rocky -> Barren -> Plains -> Grassland -> Lush

Ice -> Permafrost -> Tundra -> Barren -> Plains -> Grassland -> Lush

Marsh -> Muddy -> Lush

Terraform to Barren
Req Tech: ?
- Can Be Made on Martian Barren, Lunar Barren or Rocky or Tundra
- Makes Martian Barren or Lunar Barren or Rocky or Tundra into Barren
- Made by Terraformer

Notes: Martian Barren and Lunar Barren should be unlocked later.

Terraform to Plains
Req Tech: ?
- Can Be Made on Martian Plains or Lunar Plains or Barren
- Makes Martian Plains or Lunar Plains or Barren into Plains
- Made by Terraformer

Notes: Martian Plains and Lunar Plains should be unlocked later.

Vehicles

Bulldozer
Req Tech: Civil Engineering AND Motorized Transportation
Graphic: Here
Icon: ?
Req Resource: Automobile AND (Oil Products OR Biofuel)
Type: Worker
Strength: 20
Movement: 2
Upgrades From: -
Upgrades To: Terraformer

  • This Unit is Tradable
  • Can Only Defend
  • Can Create Hill and Remove Hill
  • Can Remove Forest, Jungle, Bamboo, Savanna, Tall Grass, Peat, Swamp, Cactus, etc.
  • Cost +4 :gold: Per Turn

Notes: Should Do Limited Tasks faster than Modern Workers

Terraformer
Graphic: Former (From Planetfall)
Icon: ?
Req Tech: Wealther Control
Req Resource: Automobile AND (Oil Products OR Biofuel)
Type: Worker
Strength: 40
Movement: 2
Upgrades From: Bulldozer and Ecologist
Upgrades To: -

  • This Unit is Tradable
  • Can Only Defend
  • Can Create Hill, Create Peak, Remove Hill and Remove Peak
  • Can Remove Forest, Jungle, Bamboo, Tall Grass, Peat, Swamp, Cactus, etc.
  • Can Terraform All Types of Terrains
  • Can Create Forest, Jungle, Bamboo, Savanna, Tree Farm, Hybrid Forest, Safari, Sanitize, Preserve Site.
  • -20 Air Pollution Per Turn (City)
  • -20 Air Pollution Per Turn (Plot)
  • -20 Water Pollution Per Turn (City)
  • -20 Water Pollution Per Turn (Plot)
  • Cost +10 :gold: Per Turn

Notes: Only the Terraformer should be able to Terraform terrain. All other workers should not be able to anymore.

Many, MANY thanks in advance! :goodjob:
 
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